We are having a problem where our object pool isn’t adding the object back into the list, after the object goes inactive offscreen. Note, that the object pool removes an object from the list when it becomes active and is spawned, it’s supposed to added back for reuse.
Plz, help us figure this out.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class NewObjectPool : MonoBehaviour {
public static NewObjectPool instance;
/// <summary>
/// The object prefabs which the pool can handle.
/// </summary>
public GameObject[] objectPrefabs;
/// <summary>
/// The pooled objects currently available.
/// </summary>
public List<GameObject>[] pooledObjects;
/// <summary>
/// The amount of objects of each type to buffer.
/// </summary>
public int[] amountToBuffer;
public int defaultBufferAmount = 3;
/// <summary>
/// The container object that we will keep unused pooled objects so we dont clog up the editor with objects.
/// </summary>
protected GameObject containerObject;
void Awake ()
{
instance = this;
}
// Use this for initialization
void Start ()
{
containerObject = new GameObject("ObjectPool");
//Loop through the object prefabs and make a new list for each one.
//We do this because the pool can only support prefabs set to it in the editor,
//so we can assume the lists of pooled objects are in the same order as object prefabs in the array
pooledObjects = new List<GameObject>[objectPrefabs.Length];
int i = 0;
foreach ( GameObject objectPrefab in objectPrefabs )
{
pooledObjects[i] = new List<GameObject>();
int bufferAmount;
if(i < amountToBuffer.Length) bufferAmount = amountToBuffer[i];
else
bufferAmount = defaultBufferAmount;
for ( int n=0; n<bufferAmount; n++)
{
GameObject newObj = Instantiate(objectPrefab) as GameObject;
newObj.name = objectPrefab.name;
PoolObject(newObj);
}
i++;
}
}
/// <summary>
/// Gets a new object for the name type provided. If no object type exists or if onlypooled is true and there is no objects of that type in the pool
/// then null will be returned.
/// </summary>
/// <returns>
/// The object for type.
/// </returns>
/// <param name='objectType'>
/// Object type.
/// </param>
/// <param name='onlyPooled'>
/// If true, it will only return an object if there is one currently pooled.
/// </param>
public GameObject GetObjectForType ( string objectType , bool onlyPooled )
{
for(int i=0; i<objectPrefabs.Length; i++)
{
GameObject prefab = objectPrefabs[i];
if(prefab.name == objectType)
{
if(pooledObjects[i].Count > 0)
{
GameObject pooledObject = pooledObjects[i][0];
pooledObjects[i].RemoveAt(0);
pooledObject.transform.parent = null;
pooledObject.SetActiveRecursively(true);
return pooledObject;
} else if(!onlyPooled) {
return Instantiate(objectPrefabs[i]) as GameObject;
}
break;
}
}
//If we have gotten here either there was no object of the specified type or non were left in the pool with onlyPooled set to true
return null;
}
/// <summary>
/// Pools the object specified. Will not be pooled if there is no prefab of that type.
/// </summary>
/// <param name='obj'>
/// Object to be pooled.
/// </param>
public void PoolObject ( GameObject obj )
{
for ( int i=0; i<objectPrefabs.Length; i++)
{
if(objectPrefabs[i].name == obj.name)
{
obj.SetActiveRecursively(false);
obj.transform.parent = containerObject.transform;
pooledObjects[i].Add(obj);
return;
}
}
}
}